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Minetest Lua Modding API Reference 0.4.8
========================================
More information at http://www.minetest.net/
Developer Wiki: http://dev.minetest.net/

Introduction
-------------
Content and functionality can be added to Minetest 0.4 by using Lua
scripting in run-time loaded mods.

A mod is a self-contained bunch of scripts, textures and other related
things that is loaded by and interfaces with Minetest.

Mods are contained and ran solely on the server side. Definitions and media
files are automatically transferred to the client.

If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API. You can send such improvements as
source code patches to <celeron55@gmail.com>.

Programming in Lua
-------------------
If you have any difficulty in understanding this, please read:
  http://www.lua.org/pil/

Startup
--------
Mods are loaded during server startup from the mod load paths by running
the init.lua scripts in a shared environment.

Paths
-----
RUN_IN_PLACE=1: (Windows release, local build)
 $path_user:  Linux:    <build directory>
              Windows:  <build directory>
 $path_share: Linux:    <build directory>
              Windows:  <build directory>

RUN_IN_PLACE=0: (Linux release)
 $path_share: Linux:    /usr/share/minetest
              Windows:  <install directory>/minetest-0.4.x
 $path_user:  Linux:    ~/.minetest
              Windows:  C:/users/<user>/AppData/minetest (maybe)

Games
-----
Games are looked up from:
  $path_share/games/gameid/
  $path_user/games/gameid/
where gameid is unique to each game.

The game directory contains the file game.conf, which contains these fields:
  name = <Human-readable full name of the game>
eg.
  name = Minetest

The game directory can contain the file minetest.conf, which will be used
to set default settings when running the particular game.

Mod load path
-------------
Generic:
  $path_share/games/gameid/mods/
  $path_share/mods/
  $path_user/games/gameid/mods/
  $path_user/mods/ <-- User-installed mods
  $worldpath/worldmods/

In a run-in-place version (eg. the distributed windows version):
  minetest-0.4.x/games/gameid/mods/
  minetest-0.4.x/mods/gameid/ <-- User-installed mods
  minetest-0.4.x/worlds/worldname/worldmods/

On an installed version on linux:
  /usr/share/minetest/games/gameid/mods/
  ~/.minetest/mods/gameid/ <-- User-installed mods
  ~/.minetest/worlds/worldname/worldmods

Mod load path for world-specific games
--------------------------------------
It is possible to include a game in a world; in this case, no mods or
games are loaded or checked from anywhere else.

This is useful for eg. adventure worlds.

This happens if the following directory exists:
  $world/game/

Mods should be then be placed in:
  $world/game/mods/

Modpack support
----------------
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.txt. This file shall be
empty, except for lines starting with #, which are comments.

Mod directory structure
------------------------
mods
|-- modname
|   |-- depends.txt
|   |-- screenshot.png
|   |-- description.txt
|   |-- init.lua
|   |-- textures
|   |   |-- modname_stuff.png
|   |   `-- modname_something_else.png
|   |-- sounds
|   |-- media
|   `-- <custom data>
`-- another

modname:
  The location of this directory can be fetched by using
  minetest.get_modpath(modname)

depends.txt:
  List of mods that have to be loaded before loading this mod.
  A single line contains a single modname.

  Optional dependencies can be defined by appending a question mark
  to a single modname. Their meaning is that if the specified mod
  is missing, that does not prevent this mod from being loaded.

screenshot.png:
  A screenshot shown in modmanager within mainmenu.

description.txt:
  File containing desctiption to be shown within mainmenu.

optdepends.txt:
  An alternative way of specifying optional dependencies.
  Like depends.txt, a single line contains a single modname.

  NOTE: This file exists for compatibility purposes only and
  support for it will be removed from the engine by the end of 2013.

init.lua:
  The main Lua script. Running this script should register everything it
  wants to register. Subsequent execution depends on minetest calling the
  registered callbacks.

  minetest.setting_get(name) and minetest.setting_getbool(name) can be used
  to read custom or existing settings at load time, if necessary.

textures, sounds, media:
  Media files (textures, sounds, whatever) that will be transferred to the
  client and will be available for use by the mod.

Naming convention for registered textual names
----------------------------------------------
Registered names should generally be in this format:
  "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)

This is to prevent conflicting names from corrupting maps and is
enforced by the mod loader.

Example: mod "experimental", ideal item/node/entity name "tnt":
         -> the name should be "experimental:tnt".

Enforcement can be overridden by prefixing the name with ":". This can
be used for overriding the registrations of some other mod.

Example: Any mod can redefine experimental:tnt by using the name
         ":experimental:tnt" when registering it.
(also that mod is required to have "experimental" as a dependency)

The ":" prefix can also be used for maintaining backwards compatibility.

Aliases
-------
Aliases can be added by using minetest.register_alias(name, convert_to)

This will make Minetest to convert things called name to things called
convert_to.

This can be used for maintaining backwards compatibility.

This can be also used for setting quick access names for things, eg. if
you have an item called epiclylongmodname:stuff, you could do
  minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use "/giveme stuff".

Textures
--------
Mods should generally prefix their textures with modname_, eg. given
the mod name "foomod", a texture could be called
  "foomod_foothing.png"

Textures are referred to by their complete name, or alternatively by
stripping out the file extension:
  eg. foomod_foothing.png
  eg. foomod_foothing

Sounds
-------
Only OGG files are supported.

For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.

Mods should generally prefix their sounds with modname_, eg. given
the mod name "foomod", a sound could be called
  "foomod_foosound.ogg"

Sounds are referred to by their name with a dot, a single digit and the
file extension stripped out.  When a sound is played, the actual sound file
is chosen randomly from the matching sounds.

When playing the sound "foomod_foosound", the sound is chosen randomly
from the available ones of the following files:
  foomod_foosound.ogg
  foomod_foosound.0.ogg
  foomod_foosound.1.ogg
  ...
  foomod_foosound.9.ogg

Examples of sound parameter tables:
-- Play locationless on all clients
{
    gain = 1.0, -- default
}
-- Play locationless to a player
{
    to_player = name,
    gain = 1.0, -- default
}
-- Play in a location
{
    pos = {x=1,y=2,z=3},
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
    object = <an ObjectRef>,
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
    loop = true, -- only sounds connected to objects can be looped
}

SimpleSoundSpec:
eg. ""
eg. "default_place_node"
eg. {}
eg. {name="default_place_node"}
eg. {name="default_place_node", gain=1.0}

Registered definitions of stuff
--------------------------------
Anything added using certain minetest.register_* functions get added to
the global minetest.registered_* tables.

minetest.register_entity(name, prototype table)
 -> minetest.registered_entities[name]

minetest.register_node(name, node definition)
 -> minetest.registered_items[name]
 -> minetest.registered_nodes[name]

minetest.register_tool(name, item definition)
 -> minetest.registered_items[name]

minetest.register_craftitem(name, item definition)
 -> minetest.registered_items[name]

Note that in some cases you will stumble upon things that are not contained
in these tables (eg. when a mod has been removed). Always check for
existence before trying to access the fields.

Example: If you want to check the drawtype of a node, you could do:

local function get_nodedef_field(nodename, fieldname)
    if not minetest.registered_nodes[nodename] then
        return nil
    end
    return minetest.registered_nodes[nodename][fieldname]
end
local drawtype = get_nodedef_field(nodename, "drawtype")

Example: minetest.get_item_group(name, group) has been implemented as:

function minetest.get_item_group(name, group)
    if not minetest.registered_items[name] or not
            minetest.registered_items[name].groups[group] then
        return 0
    end
    return minetest.registered_items[name].groups[group]
end

Nodes
------
Nodes are the bulk data of the world: cubes and other things that take the
space of a cube. Huge amounts of them are handled efficiently, but they
are quite static.

The definition of a node is stored and can be accessed by name in
  minetest.registered_nodes[node.name]
See "Registered definitions of stuff".

Nodes are passed by value between Lua and the engine.
They are represented by a table:
  {name="name", param1=num, param2=num}

param1 and param2 are 8 bit integers. The engine uses them for certain
automated functions. If you don't use these functions, you can use them to
store arbitrary values.

The functions of param1 and param2 are determined by certain fields in the
node definition:
param1 is reserved for the engine when paramtype != "none":
  paramtype = "light"
  ^ The value stores light with and without sun in it's
    upper and lower 4 bits.
param2 is reserved for the engine when any of these are used:
  liquidtype == "flowing"
  ^ The level and some flags of the liquid is stored in param2
  drawtype == "flowingliquid"
  ^ The drawn liquid level is read from param2
  drawtype == "torchlike"
  drawtype == "signlike"
  paramtype2 == "wallmounted"
  ^ The rotation of the node is stored in param2. You can make this value
    by using minetest.dir_to_wallmounted().
  paramtype2 == "facedir"
  ^ The rotation of the node is stored in param2. Furnaces and chests are
    rotated this way. Can be made by using minetest.dir_to_facedir().
    Values range 0 - 23
    facedir modulo 4 = axisdir
    0 = y+    1 = z+    2 = z-    3 = x+    4 = x-    5 = y-
    facedir's two less significant bits are rotation around the axis
  paramtype2 == "leveled"
  ^ The drawn node level is read from param2, like flowingliquid

Nodes can also contain extra data. See "Node Metadata".

Node drawtypes
---------------
There are a bunch of different looking node types. These are mostly just
copied from Minetest 0.3; more may be made in the future.

Look for examples in games/minimal or games/minetest_game.

- normal
- airlike
- liquid
- flowingliquid
- glasslike
- glasslike_framed
- allfaces
- allfaces_optional
- torchlike
- signlike
- plantlike
- fencelike
- raillike
- nodebox -- See below. EXPERIMENTAL

Node boxes
-----------
Node selection boxes are defined using "node boxes"

The "nodebox" node drawtype allows defining visual of nodes consisting of
arbitrary number of boxes. It allows defining stuff like stairs. Only the
"fixed" and "leveled" box type is supported for these.
^ Please note that this is still experimental, and may be incompatibly
  changed in the future.

A nodebox is defined as any of:
{
    -- A normal cube; the default in most things
    type = "regular"
}
{
    -- A fixed box (facedir param2 is used, if applicable)
    type = "fixed",
    fixed = box OR {box1, box2, ...}
}
{
    -- A box like the selection box for torches
    -- (wallmounted param2 is used, if applicable)
    type = "wallmounted",
    wall_top = box,
    wall_bottom = box,
    wall_side = box
}

A box is defined as:
  {x1, y1, z1, x2, y2, z2}
A box of a regular node would look like:
  {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},

type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2

Ore types
---------------
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.

- scatter
    Randomly chooses a location and generates a cluster of ore.
    If noise_params is specified, the ore will be placed if the 3d perlin noise at 
    that point is greater than the noise_threshhold, giving the ability to create a non-equal
    distribution of ore.
- sheet
    Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
    The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
    a non-zero 'scale' parameter in noise_params.  IMPORTANT: The noise is not transformed by offset or
    scale when comparing against the noise threshhold, but scale is used to determine relative height.
    The height of the blob is randomly scattered, with a maximum height of clust_size.
    clust_scarcity and clust_num_ores are ignored.
    This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
- claylike - NOT YET IMPLEMENTED
    Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
    neighborhood of clust_size radius.

Ore attributes
-------------------
Currently supported flags:  absheight
 - absheight
    Also produce this same ore between the height range of -height_max and -height_min.
    Useful for having ore in sky realms without having to duplicate ore entries.

Decoration types
-------------------
The varying types of decorations that can be placed.
The default value is simple, and is currently the only type supported.

- simple
    Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
    list is specified).  Can specify a certain node it must spawn next to, such as water or lava,
    for example.  Can also generate a decoration of random height between a specified lower and
    upper bound.  This type of decoration is intended for placement of grass, flowers, cacti,
    papyrus, and so on.
- schematic
    Copies a box of MapNodes from a specified schematic file (or raw description).  Can specify a
    probability of a node randomly appearing when placed.  This decoration type is intended to be used
    for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.

Schematic specifier
--------------------
    A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
or through raw data supplied through Lua, in the form of a table.  This table must specify two fields:
 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
Important:  The default value for param1 in MapNodes here is 255, which represents "always place".

In the bulk MapNode data, param1, instead of the typical light values, instead represents the 
probability of that node appearing in the structure.
When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
 - A probability value of 0 means that node will never appear (0% chance).
 - A probability value of 255 means the node will always appear (100% chance).
 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
   will appear when the schematic is placed on the map.

Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.

Schematic attributes
---------------------
Currently supported flags:  place_center_x, place_center_y, place_center_z
 - place_center_x
    Placement of this decoration is centered along the X axis.
 - place_center_y
    Placement of this decoration is centered along the Y axis.
 - place_center_z
    Placement of this decoration is centered along the Z axis.

HUD element types
-------------------
The position field is used for all element types.
To account for differing resolutions, the position coordinates are the percentage of the screen,
ranging in value from 0 to 1.
The name field is not yet used, but should contain a description of what the HUD element represents.
The direction field is the direction in which something is drawn.
0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
values can be used.
The offset field specifies a pixel offset from the position. Contrary to position,
the offset is not scaled to screen size. This allows for some precisely-positioned
items in the HUD.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.

Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.

- image
    Displays an image on the HUD.
    - scale: The scale of the image, with 1 being the original texture size.
             Only the X coordinate scale is used (positive values)
             Negative values represent that percentage of the screen it
             should take; e.g. x=-100 means 100% (width)
    - text: The name of the texture that is displayed.
    - alignment: The alignment of the image.
    - offset: offset in pixels from position.
- text
    Displays text on the HUD.
    - scale: Defines the bounding rectangle of the text.
             A value such as {x=100, y=100} should work.
    - text: The text to be displayed in the HUD element.
    - number: An integer containing the RGB value of the color used to draw the text.
              Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
    - alignment: The alignment of the text.
    - offset: offset in pixels from position.
- statbar
    Displays a horizontal bar made up of half-images.
    - text: The name of the texture that is used.
    - number: The number of half-textures that are displayed.
              If odd, will end with a vertically center-split texture.
    - direction
    - offset: offset in pixels from position.
- inventory
    - text: The name of the inventory list to be displayed.
    - number: Number of items in the inventory to be displayed.
    - item: Position of item that is selected.
    - direction

Representations of simple things
--------------------------------
Position/vector:
  {x=num, y=num, z=num}
For helper functions see "Vector helpers".

pointed_thing:
  {type="nothing"}
  {type="node", under=pos, above=pos}
  {type="object", ref=ObjectRef}

Items
------
Node (register_node):
  A node from the world
Tool (register_tool):
  A tool/weapon that can dig and damage things according to tool_capabilities
Craftitem (register_craftitem):
  A miscellaneous item

Items and item stacks can exist in three formats:

Serialized; This is called stackstring or itemstring:
eg. 'default:dirt 5'
eg. 'default:pick_wood 21323'
eg. 'default:apple'

Table format:
eg. {name="default:dirt", count=5, wear=0, metadata=""} 
    ^ 5 dirt nodes
eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
    ^ a wooden pick about 1/3 weared out
eg. {name="default:apple", count=1, wear=0, metadata=""}
    ^ an apple.

ItemStack:
C++ native format with many helper methods. Useful for converting between
formats. See the Class reference section for details.

When an item must be passed to a function, it can usually be in any of
these formats.

Groups
-------
In a number of places, there is a group table. Groups define the
properties of a thing (item, node, armor of entity, capabilities of
tool) in such a way that the engine and other mods can can interact with
the thing without actually knowing what the thing is.

Usage:
- Groups are stored in a table, having the group names with keys and the
  group ratings as values. For example:
    groups = {crumbly=3, soil=1}
    ^ Default dirt
    groups = {crumbly=2, soil=1, level=2, outerspace=1}
    ^ A more special dirt-kind of thing
- Groups always have a rating associated with them. If there is no
  useful meaning for a rating for an enabled group, it shall be 1.
- When not defined, the rating of a group defaults to 0. Thus when you
  read groups, you must interpret nil and 0 as the same value, 0.

You can read the rating of a group for an item or a node by using
  minetest.get_item_group(itemname, groupname)

Groups of items
----------------
Groups of items can define what kind of an item it is (eg. wool).

Groups of nodes
----------------
In addition to the general item things, groups are used to define whether
a node is destroyable and how long it takes to destroy by a tool.

Groups of entities
-------------------
For entities, groups are, as of now, used only for calculating damage.
The rating is the percentage of damage caused by tools with this damage group.
See "Entity damage mechanism".

object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
object.set_armor_groups({fleshy=30, cracky=80})

Groups of tools
----------------
Groups in tools define which groups of nodes and entities they are
effective towards.

Groups in crafting recipes
---------------------------
An example: Make meat soup from any meat, any water and any bowl
{
    output = 'food:meat_soup_raw',
    recipe = {
        {'group:meat'},
        {'group:water'},
        {'group:bowl'},
    },
    -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
}
An another example: Make red wool from white wool and red dye
{
    type = 'shapeless',
    output = 'wool:red',
    recipe = {'wool:white', 'group:dye,basecolor_red'},
}

Special groups
---------------
- immortal: Disables the group damage system for an entity
- level: Can be used to give an additional sense of progression in the game.
  - A larger level will cause eg. a weapon of a lower level make much less
    damage, and get weared out much faster, or not be able to get drops
    from destroyed nodes.
  - 0 is something that is directly accessible at the start of gameplay
  - There is no upper limit
- dig_immediate: (player can always pick up node without tool wear)
  - 2: node is removed without tool wear after 0.5 seconds or so
       (rail, sign)
  - 3: node is removed without tool wear immediately (torch)
- disable_jump: Player (and possibly other things) cannot jump from node
- fall_damage_add_percent: damage speed = speed * (1 + value/100)
- bouncy: value is bounce speed in percent
- falling_node: if there is no walkable block under the node it will fall
- attached_node: if the node under it is not a walkable block the node will be
                  dropped as an item. If the node is wallmounted the
                  wallmounted direction is checked.
- soil: saplings will grow on nodes in this group
- connect_to_raillike: makes nodes of raillike drawtype connect to
                       other group members with same drawtype

Known damage and digging time defining groups
----------------------------------------------
- crumbly: dirt, sand
- cracky: tough but crackable stuff like stone.
- snappy: something that can be cut using fine tools; eg. leaves, small
          plants, wire, sheets of metal
- choppy: something that can be cut using force; eg. trees, wooden planks
- fleshy: Living things like animals and the player. This could imply
          some blood effects when hitting.
- explody: Especially prone to explosions
- oddly_breakable_by_hand:
   Can be added to nodes that shouldn't logically be breakable by the
   hand but are. Somewhat similar to dig_immediate, but times are more
   like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
   speed of a tool if the tool can dig at a faster speed than this
   suggests for the hand.

Examples of custom groups
--------------------------
Item groups are often used for defining, well, //groups of items//.
- meat: any meat-kind of a thing (rating might define the size or healing
  ability or be irrelevant - it is not defined as of yet)
- eatable: anything that can be eaten. Rating might define HP gain in half
  hearts.
- flammable: can be set on fire. Rating might define the intensity of the